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3.0 Production Schedule Report
3.0 Production Schedule Report
Our schedule for the next Star Citizen Alpha releases, up to date.
Our schedule for the next Star Citizen Alpha releases, up to date.
Welcome,
Welcome,


Below you will find the latest roadmap for the development of the Star Citizen Persistent Universe. While the bulk of this schedule outlines our tasks and estimates that you can expect to find in the upcoming 3.0.0 patch (as well as some of the tasks that we’ve already completed) , we are also including projections for the remainder of the year so you can have some visibility into the upcoming Persistent Universe features and content. These are the very same schedules we update daily and circulate internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details, and we’ll modify the technical wording to make it readable for a wider audience.
Below you will find the latest roadmap for the development of the Star Citizen Persistent Universe. While the bulk of this schedule outlines our tasks and estimates that you can expect to find in the upcoming 3.0.0 patch (as well as some of the tasks that we’ve already completed) , we are also including projections for the remainder of the year so you can have some visibility into the upcoming Persistent Universe features and content. These are the very same schedules we update daily and circulate internally on our intra-studio hand-offs with a few exceptions: the individual developer names assigned to the tasks will be omitted (for obvious reasons), we’ll remove the JIRA details, and we’ll modify the technical wording to make it readable for a wider audience.


Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. Otherwise, when something changes, slips or is completed, you will know.
Also note, this schedule does not represent everything CIG is working on, but more the functionality and content we feel comfortable committing to at this time. Outside of the work on Squadron 42, we have a few research projects that, once validated, we would move into production and add to this schedule. Otherwise, when something changes, slips or is completed, you will know.


What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers.
What you are seeing here is the result of our scheduling and planning process. We have a high level feature and content set that we want to achieve for Star Citizen and Squadron 42. The first step is to break these features into higher level tasks with which we populate Microsoft Project, JIRA and Shotgun (the three tools we use for project scheduling and tasking). Then, as we approach a task, Production works with the relevant developer(s) to make sure the task is broken up with enough detail to allow completion. Sometimes this means adjusting the initial task estimate, as things tend to come into a clearer focus when coming up on a task, but it almost always means breaking down the big task into a bunch of smaller tasks that have their own individual sub tasks that possibly are distributed to multiple developers.


Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team.
Both tasks and sub-tasks get created in JIRA, linked under an Epic (which is a high level task or feature) and are then pulled into Microsoft Project to manage with granular detail providing us global visibility through Gantt charts and visual timelines. No developer works on a task unless it has been created in JIRA, prioritized and assigned by a lead or a member of the Production Team.


Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done.
Then as the developers work on the tasks, Production will adjust the schedule and JIRA tickets to reflect the work being done.


In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status.
In the schedule below, you will first find a master schedule that covers the broad departments/disciplines that are being developed. Each department will then have its own dedicated sub-schedule, briefly explaining the various features that are being developed and their current status.
CAVEATS
CAVEATS


But also, we would like to establish some ground rules before proceeding:
But also, we would like to establish some ground rules before proceeding:


I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.
I.Quality will always be our number one goal. We set out on this journey by looking at the gaming landscape and asking: can we do better? We continue to ask that question about everything we do. As a result, we will ALWAYS extend timelines or re-do features and content if we do not feel they are up to our standards. The freedom to fight for a new level of quality in game development is what crowd funding has allowed us, and we will continue to fight to make sure Star Citizen is the best possible game it can be.


II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features.
II.The estimates we provide are just that: estimates. They are based on our knowledge and experience, but there are many aspects of game development that are impossible to predict because they literally cover uncharted territory. You will see the same estimates we use in our internal planning, but it is important to understand that in many cases (especially with groundbreaking engineering tasks) these estimates are often subject to change due to unforeseen complexity in implementing features.


III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly.
III.The time expected for bug fixing and polishing is also very hard to estimate, increasingly so in online and multiplayer situations. The complexity and the difficulty in testing at a large scale make it harder to reproduce and isolate bugs in order to fix them. We base our estimates, again, on our experience, but we also know that it’s possible for a single bug to cause a delay of days or weeks when a hundred others might be fixed instantly.


IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work.
IV.Internal schedules, the ones you will now be privy to, tend to have aggressive dates to help the team focus and scope their tasks, especially in the case of tech development. Every team, even a team blessed with the kind of support and freedom you have allowed us, needs target dates in order to focus and deliver their work.


V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe.
V.This schedule doesn’t cover everything being worked on across Cloud Imperium Games, but is meant to highlight our aims for the remainder of the year on the Persistent Universe.


VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules.
VI.This schedule doesn’t include every audio, vfx, tech art, etc. task. Those are detailed in our departmental sub-schedules.


VIIAlthough technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date.
VII.Although technology is shared between the two games, this does not reflect the Squadron 42 schedule. That will be released at a future date.


VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below.
VIII.These aim dates are determined based on our current staff. Additional hiring will potentially allow us to bring in some dates below.
WELCOME TO THE PROCESS
WELCOME TO THE PROCESS


The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed.
The community has always been integral to Star Citizen, so we will be updating this page weekly to keep you informed about our development. We hope that this page will not only help explain our latest status, but also provide some explanations in the event that updates are delayed.


Last update : July 28th, 2017
Last update : Aug 04th, 2017


3.0.0 Overview
3.0.0 Overview


The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed.
The following lists and charts show our progress towards releasing 3.0.0, with all remaining major tasks listed.

Tasks are either feature complete, or have an ETA for completion.
Tasks are either feature complete, or have an ETA for completion.

Some tasks may require further QA, bug-fixing and iteration.
Some tasks may require further QA, bug-fixing and iteration.

Tasks that delay beyond our target dates might cause the release of 3.0.0 to be delayed, or might be excluded from 3.0.0 if appropriate to maintain the release date target. 3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons.The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe.
Tasks that delay beyond our target dates might cause the release of 3.0.0 to be delayed, or might be excluded from 3.0.0 if appropriate to maintain the release date target. 3.0.0 work is separated into Subsections: Persistent Universe Content, FPS / Space Gameplay, Engineering, UI, AI, Graphics, Backend, Network, and Ships & Weapons.The 3.0.0 Procedural Planet update marks a major advance in the Star Citizen Persistent Universe.
This week, we entered the optimization, polish and bug fixing phase for the 3.0 feature set. As there have been so many features and content implemented, we’ve encountered some stability issues that we want to address before going to a wider test audience. The ongoing work on the new Patcher system (that will save you from having to completely re-download each build) and some new bugs with CopyBuild3 (our internal version of the patcher) have also slowed us down. Because of this we have pushed back the Evocati and subsequent date ranges to reflect the additional time needed to get Star Citizen Alpha 3.0 ready for prime time.

As mentioned in Around the Verse, as the majority of 3.0’s new features are now completed, we have shifted focus to feature/content integration, optimization and bug fixing. Aside from updating the few remaining outstanding features that are being developed, we’re adding a new section that will describe some of the major blocker bugs that have occurred over the past week, a detailed list of the bugs that were resolved, and a burndown report that will feature overall tracking of remaining bugs.


Planetary Update
Planetary Update


Yela
Yela


Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, then any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust.
Yela is the most frigid of the Crusader moons. Those bold (or careless) enough to step outside without a spacesuit will be killed instantly by its freezing temperatures. If the cold doesn’t kill you, then any of the treacherous crevasses that crisscross the planet might. Cyrovolcanos have been known to erupt unexpectedly from such crevasses, so be wary when flying at low altitudes. Despite all its danger, there is much beauty to be found on Yela, like the underwater caves hidden beneath the moon’s crust.


Cellin
Cellin






Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside.
Burning with volcanic activity, Cellin is the counter to her icy sister. Although the volcanoes have been dormant for hundreds of years, the surface is dotted with thermal geysers that erupt without notice. The largest of such geysers can destroy heavy vehicles. Highly corrosive clouds of gas are regularly released from the moon’s surface, creating low visibility and damaging anything caught outside.


Daymar
Daymar


Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash.
Daymar’s surface is like a harmonic blend of Yela and Cellin. It’s mountainous surface is reminiscent of Cellin’s volcanoes, while its craters share a warm likeness to Yela’s frozen crevessases. Known for its dense atmosphere, thick fog and a loose dirt surface makes travel difficult. Lightning storms can help illuminate the fog, just don’t get struck by their flash.


Remaining Aims for 3.0.0 Release
Remaining Aims for 3.0.0 Release
Bug Process

As we are approaching the end of our larger feature work, now we can start to properly review the current gameplay experience with all our directors involved. These reviews identify areas where some more polish is required to deliver a better gameplay experience. As we have done with our previous releases, we’re adding this section to outline the higher ticket items that we feel need some more work before we are comfortable releasing a build to our backers. You will also find an overview of bugs/tasks that have been fixed over the past week, along with a bug burndown chart taken from our tracking software to help illustrate this fix rate a little better.
User Experience Polish Pass :
Improvement of our overall framerate

We have decided to spend time increasing performance on the client and server side.

Player Count & General Stability

Currently, performance and stability drop sharply once the active players in a server reach 12-15 players.

Cockpit Experience

The Cockpit Experience sprint team is focused on improving the overall player experience in the cockpit through adjustments to cockpit geo, character placement, g-force/hit reactions, VFX, Audio, UI, and code support for things like camera shaking and hooking into ship health systems to display proper damage.

Space Landscaping

We are working on some extra Graphics code for the GPU particle system to support the creation of new VFX to implement space dust at points around Stanton. This will continue to be iterated on to create some more elaborate assets.

Basic Ship Security

With the gameplay we’re adding in to 3.0.0, we’re conscious that there may be some other players that would love to kill you and take your ship. To help prevent this, we wanted to implement some basic security that will allow you to lock the ship, so only you have the ability to pass freely through its doors.

Rotating and Orbiting Planets

We are very keen to make the Stanton map feel more organic as a real environment and having the planets rotate and orbit will really help with this.
This will also introduce a proper day/night cycle when you’re on a planet surface which in turn opens up further gameplay possibilities.

Player Interaction System – User Experience Improvements

We’re want to give players the ability to more intuitively interact with items and objects within the game, but also find ways to indicate to the player what type of interaction they would be performing (pick up, start conversation, push button, etc).

Race Tracks on Planets

To give our planetary environments extra points of interest, and also an excuse to drive ground-based vehicles around at high speed, we thought the best way to do this was to build some rudimentary race tracks on the planets that would have been previously used by the research teams as a way to blow off steam and have fun.

Bugs fixed in the last week

(please note; that this is an overview of fixes made this week and not a complete list)
Crashes

Fixed a crash in CPhysicalWorld::DestroyPhysicalEntity
Fixed a crash in CSCItemShipComputer::OnItemShieldRecharge
Fixed a crash in CChatCommandFactory::CreateEmoteCommand
Fixed a crash in CSCCommsComponent::SetVideoSender
Fixed a crash in CPhysicalWorld::RepositionEntity
Fixed a crash in EntityComponentUpdateScheduler::DeallocateComponent
Fixed a crash in CEntityComponentUIOwner::UpdateLOD
Fixed a crash in CTagDefinition::Find (Crash on Boot)
Fixed a crash in CInterpolatePredictor::GetState
Fixed a crash in NavSpline::ComputeSegmentMatrix
Fixed a crash in CServiceState::StateServiceDelay
Fixed a crash in CPhysicalWorld::TimeStep
Fixed a crash in CRE_RParticle::Housekeeping
Fixed a crash in GFxResource::Release
Fixed a crash in CPlayer::SetThirdPerson
Fixed a crash in CSCItemSeat::InitSeatUserAttachment
Fixed a crash in GASMathCtorFunction::Round
Fixed a crash in CInternalDatabaseInfo::ReadController905
Fixed a crash in CEffectAttachment::~CEffectAttachment
Fixed a crash in CFlashPlayer::CalcWorldTransform
Text moved from lines 317-319

UI

Fixed an issue with the Personal Manager App where players were unable to select equip-able items.
Fixed an issue in the Starmap where mission objective markers would not appear.
Fixed several issues where screens were misplaced/misaligned after being converted to the item 2.0 MFD’s.
Fixed an issue where no Quantum travel markers were present, preventing Quantum Travel.

Quantum Travel

Fixed an issue where Quantum Travel would either fly the player through the target destination, or drop the player out of Quantum Travel too close to the target, either scenario often resulted in ship destruction.
Fixed an issue where Quantum travel would not initialize when attempting to travel to a destination near Crusader.

Missions

Fixed an issue where players were unable to interact with Miles Eckhart.
Fixed an issue where mission critical items were difficult to find when among asteroids.
Fixed an issue where repair missions were not being generated after the comm array was deactivated.
Fixed an issue where the mission marker for the current objective would move erratically.

Stanton

Fixed an issue where doors would not open after interacting with their control panel.
Fixed an issue in Levski where NPCs would fall through the world or float away in random directions.
Fixed an issue where the player could get stuck on the ASOP terminal screen after requesting a vehicle.
Fixed an issue where the elevator in Levski did not reach the selected floor.
Fixed an issue where the admin kiosk in Levski was not operating correctly when used.
Fixed an issue where NPC’s in Levski would appear to be walking on the spot.
Fixed various art issues throughout Levski.

Star Marine

Fixed an issue with characters spawning into a match with no loadout and missing their heads, causing character death.
Fixed an issue where players could get into a state where they were unable to select weapons.

Arena Commander

Fixed an issue where killed players would display as Quantum Travel, causing the player initiating Quantum Travel to be killed.
Fixed an issue where the camera would be placed at the origin of the map with the player character detached from a ship.
Fixed an issue where players could be awarded a large score from attacking a player that then flies out of bounds.
Fixed an issue where the player could attack a friendly player and receive no penalty.

Shopping

Fixed an issue where a purchase via mobiGlas would get stuck while processing.
Fixed an issue where items were not appearing in the shops.

Vehicles

Fixed an issue where colliding with a rock while piloting a Dragonfly would cause the vehicle to spin wildly out of control.
Fixed an issue where the Starfarer had no atmosphere throughout the ship.
Fixed an issue where leaving the pilot seat of the Mustang Beta would kill the player.
Fixed an issue with low detail LOD’s appearing across all ships.
Fixed an issue where support screens were missing from the Cutlass Black turret.
Fixed an issue with turrets moving erratically when being used.
Fixed an issue with the missile lock interface not appearing when using the M50.
Fixed an issue with the Caterpillar where the turret was not attached to the ship.
Fixed bugs with item 2.0 conversion that caused an issue where players were able to fly ships from non-flight stations.

Misc

Fixed an issue with loadouts not containing EVA packs.
Fixed the missing keybinding to bring up the Starmap.

This is a screen capture of the current count of all issues we’re intending to burn down before we consider releasing to Evocati.

Persistent Universe Content
Persistent Universe Content


Moons
Moons


We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar.
We are adding 3 new moons to the Crusader system; Yela, Cellin, and Daymar.
Feature Complete
Feature Complete


Surface Outposts
Surface Outposts


The new moons will also have outposts on their surface to explore.
The new moons will also have outposts on their surface to explore.
Feature Complete
Feature Complete


Surface Outposts Lighting
Surface Outposts Lighting


Feature Complete
Feature Complete


Mission Givers
Mission Givers


We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players.
We’re introducing Miles Eckhart (first seen in the Gamescom video) and Ruto to provide missions to players.
The estimate for the mission givers has been pushed back due to some animations requiring rework and newly discovered code dependencies.
The estimate for the mission givers has been pushed back due to some animations requiring rework and newly discovered code dependencies.
ETA is 11th August (was 28th July)-some code dependencies are still present and animation rework is still in progress
ETA is 11th August (was 28th July)-some code dependencies are still present and animation rework is still in progress


Basic Derelict Ships
Basic Derelict Ships


Feature Complete
Feature Complete


Inhabited Derelict Ship Sites
Inhabited Derelict Ship Sites


Feature Complete
Feature Complete


Debris Fields
Debris Fields